Maps of Brisingr

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Brisingr
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Maps of Brisingr

Post by Brisingr »

ok I got a little busy after my TempleOfWar map and so Im going to show all my maps here :D

Now I will post each map differently and give a description for each as well as my own views etc.

I will warn you now, some of the maps may be unbalanced but I have made a attempt to balance them,some may look unbalanced but they SHOULD be balanced when playing :ninja: .

Hope you enjoy them and please give feed back on them as I do like to evolve my :lecture: methods and ideas :geek: thank you.
The world will only achive peace through the fire of war.
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Brisingr
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Re: Maps of Brisingr

Post by Brisingr »

Real Island War

Top Player is on high ground with cliffs on both sides (cant really build much on the cliffs) and also Green mud hills infront then a hill down to a beach.

Then there is a Choke point (its a wide choke point)

In advance bases option the top base has all factories including Vtol factory and pads.

The choke point is guarded by 3 Guess cannon emplacments on either side.

Now the middle has 3 islands that have scavs on them, they are protected by AT rockets and Nexus link towers (not many Nex Towers) and there is a factory per island also out of reach of defences is oil protected by small defences that the scavs control.

South base is split in two.

Base on a cliffed island and base in marshland, cliff has a north and south entry point marshland is open.

In advance bases the south has wide spectrem radar and Archangel missle emplacements to protect its bases and also has same structures as north.

********So you should see that north has choke point defences but once you break through chokepoint its easy to destroy them. South has artillery and radar and also two base locations. This SHOULD make it balanced in a unbalanced way :lol2: **********
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Brisingr
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Re: Maps of Brisingr

Post by Brisingr »

Fair Unfair

This has a campaign feel to it in my opinion and is balanced well in my mind anyway.

North base has 3 chokepoints into there base [1 on the cliff on the left and 2 on either side of that cliff island].


To the East is a scav base, they have defences going up the mountain bu there easy to kill for North base, they also have control over the islands in the lake with light defences. The base itself is moderatly guarded.


South base has 2 chokepoints to get into base [The large gap and the cliff to the left].

Both bases in advance base mode have Twin MG towers guarding all entry points and AA on cliffs that between the two bases.
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Brisingr
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Re: Maps of Brisingr

Post by Brisingr »

CPU Virus

:lol2: :lol2: :lol2: :lol2: :lol2: :lol2:

Funny as hell (Well I find it funny)

Basicly 4 players one in each corner and there are scavs with no base and no units... ONLY Nexus Link Towers everywhere XD and tanktraps to block you in.

lots of oil and the link towers are easy to destroy you just got to think.

Really thats all im going to say about this map there are other things but I want you to find out :twisted:
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Re: Maps of Brisingr

Post by Brisingr »

Temple Of War (A)

Really low oil that it will fustrate you. But not me I like it :lol2: .

I would like some feed back please.

Map info;
Name -- Temple of War -- Ingame name -- TempleOfWar --

2 oil in each base
2 oil on each platform/Bridge end (the hill part conecting two base locations)
4 oil on each large square corners in mid sections.
--32 oil in total, 16 outer, 16 inner.--

Advance Scavs based around center area
Forts guard bridge ends and entry into centre place.
laser AA guards centre base and they are guarded by radar which is protected by laser towers.
artillery = Plasma cannon arty
easy to destroy the scavs though (even ai can do it... eventually0).

Really hard in the t-0 stages as lack of oil and advance tech defences in places.
Prevents early rush tactics with and without scavs on, if scavs are off rush to get the oil.
Really good for lengthy games.
Best to take on scavs in either numbers or late t-2 t-3 tech (Combination of both land and air is best)
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Re: Maps of Brisingr

Post by Brisingr »

Temple Of War (B)

Same as above but more oil.

6 oil at each base (note I didnt say "in" each base)

Oil in center too and scav base redone to be more protective.
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Re: Maps of Brisingr

Post by Brisingr »

Broken Lands (In a way its V 2.0)

the earler version was badly unbalanced so this was a complete remake with the same concept.

Ok this is a 4 v 4 map or you could do a 2 v 2 v 2 v 2.

Each team is done in a way that each member as advantages and disadvantages.

[Top Left and Bottom Right] one member can only get to the rest of the map by going through another members base so they could team up to build really good defences or one can defend while another attacks.

[The Islands] yep your stuck there (unless you got hover/ Vtol) but at least you will be safe (unless the enemy has Hover/Vtol).
You can always get your team to give you a truck to build off your island or you can be the last line, the Stronghold and give trucks to your team as the island is a good defendble postion.

[The large base areas] really good defence unless your enemy uses transports to land on the mountain and also a really small entry chokepoint prevents moving large forces by land.

Hopefully this map is balanced well and notice the "mirror" :) I did try to get rid of it by making water unmirrored.

Hope to see some good tactics and team play on this map.
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Brisingr
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Re: Maps of Brisingr

Post by Brisingr »

Clan Map 1

Yes I thought about making a clan map O_o

I though there are a few clans in warzone so maybe a clan map will give a bit more clan like war (basicly a campaign but the enemy is the defending player of a clan).

So Clan Map 1 is the test map to see if it will work.

This is ment to be a 3 player map (player 3 is not suppose to be there).
Now player 0 is the defending clan player in this "forward" base (as in its a large outpost) the base is a T-3 (has tech as if you selected the T-3 option in skirmish) but it does need to be forterfied further as the defences wont hold for too long agaist large numbers of early tech or small squads of T-3 units.

Now players 1 and 2 are positioned south (one in the desert dunes and one on a rocky area) both players have a good amount of oil and easy accsess to more oil.

In the north east is a small base location that needs a transporter to get too, it has 8 oil there and all it would need is AA to defend :twisted: good place for long range artillery (archangel Missle).

Im going to ask for all clans to test this map (of course this will spark more "Clan Maps" but I advise it best to have non-clan map makers to make them :) ).

Hopefully this is a good map to play without clans too :lol2:
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